Why not remove the charge to travel in the same zone?

Why not remove the charge to travel in the same zone?

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Posted by: oulan.8956

oulan.8956

I have never played a game that keeps you constantly broke as much as this one does. It is not bad enough that you have to pay just to go to a way point when you die but then add in the the cost of armor repair. If someone is only able to play for a couple of hours a day all they get done is trying to keep from being completely broke.

Please refrain from telling me that you can do the dailies and collect petals of plum tree and make enough money to send 5 needy kids to school. The monetary system in this game is sporked.

Why not remove the charge to travel in the same zone?

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Posted by: Rhyse.8179

Rhyse.8179

1. Encourages people to walk and experience content, stumble accross events, etc.

2. Gold sink.

“I care nothing for a festering industry that wantonly refuses to
provide a service that I’m willing to purchase.” – Fortuna.7259

Why not remove the charge to travel in the same zone?

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Posted by: Hologramx.6402

Hologramx.6402

At least they should lower the cost for travel within the same low level zone. It does not make sense that they nerf the reward (only 1s20c for a DE in start zone) and everything drops (from trashes) are low level yet charging you the same level 80 travel cost within a starter zone. Some DE ends so quickittenhat you won’t make it without WP. And you can’t find any Orichalcum nodes while moving across the map. It makes you feel that the game is so unfair. Demote you, worse drops and rewards, yet maintain the cost, including repair. Yeah if you died and get no rezz, repair bill + WP cost takes away rewards for 3-4 DEs, and assuming you are lucky and don’t receive any DR just for happening to attend the same DE chain in a row.

(edited by Hologramx.6402)

Why not remove the charge to travel in the same zone?

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Posted by: Timbersword.9014

Timbersword.9014

I walk everywhere. Yes, it’s time consuming. I also run into at least half a dozen events going from point A to point B, and farming up a fair quantity of materials.

The waypoints are conveniences. They’re not intended as the primary mode of transportation, which a majority of the broke people seem to be using them for.

Now, I’m not against maybe a single central WP in each zone that is cheap and is just for the sole purpose of getting you to the zone quickly, but from there a player is on their own. A game needs gold sinks. Players just need to be smart about avoiding them, instead of insisting the developers remove them because they can’t be bothered to avoid them.

Why not remove the charge to travel in the same zone?

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Here is how it works:
If you miss one jump and fall off a jumping puzzle and die from falling damage, you pay waypoint cost only
If you are defeated after entering downed state and someone rez you, you pay repair cost only
If you are defeated after entering downed state and nobody is there to rez you, you pay both waypoint cost and repair cost

They cannot remove the charge to travel in same zone because if you died from falling a jumping puzzle, there would be no punishment to try again. This concept comes from SuperMario. 100coins = 1UP = try again because you died from falling into a pit when you missed one jump. You must be punished for missing that jump. Except that here, they just removed the 1UP and do 100coins = try again. (1silver = 100copper, waypoint cost to closest waypoint is a bit more than 1silver at lvl80).

Why not remove the charge to travel in the same zone?

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Posted by: Maximus Delion.8719

Maximus Delion.8719

It’s to encourage exploring the world rather than just blipping from place to place.

I’d actually prefer the opposite — having one or two major waypoints in each map — that are next to large towns, forts or significant settlements — which can be freely traveled between. Sort of like “outposts” from GW1. Traveling to an “outpost” would be free; traveling to a minor waypoint would cost coin.